So I need some helping on choosing a map to make.

So I’ve been working on a remake of the first Half Life’s Crossfire map ever since Halo 5 forge showed up on PC. The first version is already on the content browser but is now going through a complete rework. I’m almost done with tweaked and spruced up version and after that I don’t know what I’ll do. Right now I have all this time thanks to winter break and I want to make another map but sadly I’m a bit stuck. I wanted to make a classic map from Quake 2 and possibly something from the new Unreal Tournament. I had a small list of maps written down that I hope transition well into Halo’s gameplay mechanics. It seems a bit stupid to make a poll but whatever. Take a pick on what I should make or if you want you can recommend a map from the two games. Just keep in mind that my forge skills are still a bit on the weak side, but as long as the map is not overly complex I should be able to do it.

This is the list I currently have so far:

The Edge (Quake 2)
Tokay’s Towers (Quake 2)
DM-CANNON (UT4)
Tokay’s Towers (Quake 2)
The Frag Pipe (Quake 2)
Lea Observatory (UT4)

The Edge! :o

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> The Edge! :o

That’s a good place to start. The layout requires moderate forging skills and is light on details. The issues I have so far with it is choosing a reference point to start (which is solved easily) and the fact that there are bodies of water that are part of the pathways. I know in Halo stepping in water at least waist high is instant death. Luckily I have a workaround for that, but I need to know if there are any area specific gravity modifiers so I can at least mimic the effect of swimming in water.

> 2535434903696885;3:
> > 2535460810182211;2:
> > The Edge! :o
>
> That’s a good place to start. The layout requires moderate forging skills and is light on details. The issues I have so far with it is choosing a reference point to start (which is solved easily) and the fact that there are bodies of water that are part of the pathways. I know in Halo stepping in water at least waist high is instant death. Luckily I have a workaround for that, but I need to know if there are any area specific gravity modifiers so I can at least mimic the effect of swimming in water.

You could face the gravity slides straight up in rows to keep the Spartan afloat and bobbing in water.

> 2535460810182211;4:
> > 2535434903696885;3:
> > > 2535460810182211;2:
> > > The Edge! :o
> >
> > That’s a good place to start. The layout requires moderate forging skills and is light on details. The issues I have so far with it is choosing a reference point to start (which is solved easily) and the fact that there are bodies of water that are part of the pathways. I know in Halo stepping in water at least waist high is instant death. Luckily I have a workaround for that, but I need to know if there are any area specific gravity modifiers so I can at least mimic the effect of swimming in water.
>
> You could face the gravity slides straight up in rows to keep the Spartan afloat and bobbing in water.

That could work but won’t that just keep players stuck at a certain level? Hm, I could just tweak the pit so it will deep enough so that a player can jump in but still get out with a clamber, and at the end of the pipe in the same are I could just add a man-cannon to launch them into the hidden rail-gun room.